About Sverinn NistarcSverinn Nistarc
COMBAT STATISTICS:
DEFENSE AC 14, touch 14, flat-footed 11 (+3 Dex, Deflection +1) hp 20 (5d6+0) CMD 15 DR Immune: magic sleep effects Resist Vulnerable Fort +1, Ref +4, Will +5 +2 save vs enchantments and effects -------------------------------------- OFFENSE Speed 30 ft. Melee +2 Dagger +2 (1d4+1) 19x2 10ft P/S Ranged +5 Longbow +5 (1d8) 20x3 P Base Atk +2; CMB +2 Atk Options Special Actions: Shift (Su) 10' LoS, No AoO, swift action as Dimension Door, 8/day SPELLS:
+2 CL overcome spell resistance
-------------------------------------- Abilities:
Attributes Str 10, Dex 16, Con 10, Int 21, Wis 12, Cha 16 Feats: Breadth of Experience, Craft Magic Arms and Armor, Craft Wondrous Item, Scribe Scroll, Spell Focus (Conjuration),
Favored Class: Wizard: HP: Skills:4 Skills (2 class + 5 Int + 4 FC): 8, 8, 8, 8
Special Abilities:
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monsterspells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends. Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if usingdimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you. Spells: DC 15+ spell level
2nd (4) Acid Arrow*, Create Pit*, See Invisible, Scorching Ray
Sverinn’s’ Book of Arcanity
Book of Harms (Level 5 Evoker) The leather wrapping of this book is of an indeterminate type, and gives off a faint and unpleasant scent, as of charred meat. The writing inside is in a jagged hand, and many notes on the ash-smudged pages indicate its previous owner sought ever more damaging magic. A glittering rune in the cover’s center is shaped vaguely like a lightning bolt.
3rd—fireball S, lightning bolt S
Harmful Surge (Su) You can maximize a spell, but doing so damages you. Spend this boon effect as a free action when you cast a wizard evocation spell. When you do, you can treat that spell as if it were cast with the Maximize Spellmetamagic feat, but you take 1d4 points of damage × the level of the spell that you are maximizing. The damage you take cannot be reduced in any way. Familiar:
Match Greensting Scorpion N Tiny Magical Beast Init +3, Senses Darkvision 60 ft; Perception +4 DEFENSE
OFFENSE
STATISTICS
SPECAIAL ABILITIES
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Equipment:
Containers:[b] Adventurer’s Spellcraft Sash 25g 1.5 lbs Handy Haversack 3000g 5 lb Subtotal 3025g 6.5 lbs Worn:
Pockets:
Handy Haversack
Scroll Case:
Totals:
Total weight carried: 20.5 lbs LIGHT ENCUMBRANCE Horse, Hvy War 300g
Total spent: 12977.83g [b]Money
Starting Gold 13000
Warhorse:
N Large animal Initiative +4 Senses low-light vision, scent; Perception +8 DEFENSE AC 18, touch 13, flat-footed 14 (+4 Dex, -1 size, +2 natural, +3 barding) HP 19 (2d8+10) Fort +8, Ref +7, Will +3 OFFENSE Speed 50 ft Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2) Space 10 ft Reach 5 ft STATISTICS Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 Base Atk +1; CMB +7; CMD 21 (25 vs trip) Feats Endurance, Run Skills Perception +8; EquipmentStudded Leather Barding +3 AC; Max Dex +5; ACP -1; Speed 50; 100g; 40 lbs Combat Trained: Attack, come, defend, down, guard, heel.
Background:
Orphaned at an early age, Sverinn had never considered any place her origin, moving from one city to another in her adolescence. During her early years, she often found herself in a vivid dream state where she felt a calling to a god that styled himself as Aroden. Later she learned that Aroden was believed to be a dead god, but her dream and studies led her to believe that something of a divine origin was calling to her. She completed her studies as an apprentice conjurer and left Absalom for Taldor, known for its history of ancient ties to his godhood. Later, she traveled to Garund where she spent several decades studying the ancient history of the land. Appearance:
Sverinn stands out among elves as one of the taller specimens of the race with her long legs. Her red hair is oft’ envied by other women and is set off by her emerald eyes. Her chosen clothing currently consists of a typical explorer's outfit most often colored in mottled greys, though she enjoys changing the colors with minor cantrips as the occasion warrants. Her unique and customized spell component pouch was crossed with the pouch and bandolier favored by many of the adventurers that wandered through Sandpoint.
Group Loot:
From Undine Potion Mage Armor Potion Bulls Strength |